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1 WATCH THE SKIES

You'd better pray to the Lord when you see those flying saucers
It may be the coming of the Judgement Day
It's a sign there's no doubt of the trouble that's about
So I say my friends you'd better start to pray

They're a terrifying sight as they fly on day and night


It's a warning that we'd better mend our ways
You'd better pray to the Lord when you see those flying saucers
It may be the coming of the Judgement Day
[Buchanan Brothers 1947]

CONTENTS
Introduction 3
Game Timetable 4
Game Layout 5
Player Roles 6
Turn Sequence and Actions 6
Communication 7
The United Nations 8
Unit Types 11
Resources 13
Non-Governmental Research 16
Public Opinion 17
Diplomacy 18
Interception 19

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INTRODUCTION
This megagame is inspired by the classic computer
game 'UFO Enemy Unknown' and the more recent
excellent XCOM game. Both games, whilst very
absorbing at the tactical level are naturally thin on
high level politics and diplomatic action. What I was
interested in were some of the bigger issues facing a
world under covert (or even overt) attack by an alien
menace.

Hence a megagame.

The basic premise is that aliens from outer space


are increasingly visiting earth to abduct, investigate,
and terrorise. What is less clear are their motives.
Are they ultimately aiming to subvert and take over,
or perhaps render earth demoralised and weak
enough to invade, or is it some unfathomable motive comprehensible only to a twisted
alien psychology? The truth is out there, somewhere.

The main part of the game is about how humanity as a collection of political entities
decides to react to the current emerging crisis, alongside evolving global or regional crises
that characterise our day to day world. Players will therefore have more than just space
aliens to deal with – they will be responding to humanity as well

This handbook outlines the main game mechanisms so far as everyone on the human
team understands them.

As the game develops so there will be new technologies, developments or events that may
'break' those basic rules. Control will explain if and when this happens.

So, enjoy your day … and keep watching those skies!

Jim Wallman
Streatham 2014

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GAME TIMETABLE
Each game turn takes 30 minutes and represents three months of real life activity.

9:30 – 10:00 Reception and booking in.


10:00 Welcome and introductory briefing
10:15 – 10:30 Teams get ready for the first turn
10:30 – 11:00 Turn 1 : Jan-Mar 2020
11:00 – 11:30 Turn 2 : Apr-June 2020
11:30 – 12:00 Turn 3 : July-Sep 2020
12:00 – 12:30 Turn 4 : Oct-Dec 2020
12:30 – 13:00 Turn 5 : Jan-Mar 2021
13:00 – 13:30 Turn 6 : Apr-June 2021
13:30 – 14:00 Turn 7 : July-Sep 2021
14:00 – 14:30 Turn 8 : Oct-Dec 2021
14:30 – 15:00 Turn 9 : Jan-Mar 2022
15:00 – 15:30 Turn 10 : Apr-June 2022
15:30 – 16:00 Turn 11 : July-Sep 2022
16:00 – 16:30 Turn 12 : Oct-Dec 2022
16:30 Plenary Debriefing
17:00 Clear up and leave

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GAME LAYOUT
Human teams of players will have their own table, with information as to their efforts to
counter the Alien Menace.

The Aliens will Lurk in some dark corner of the hall, a concoct their grisly schemes
(probably on a table).
The centre of action is a large map of the Earth, open to all. Interactions between the
various unit types will take place on that map.
Political interactions and other communications take place off map.

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PLAYER ROLES
Head of State / Deputy Head of State
The Head of State / Government leads and coordinates the team. The amount of
autonomy as to decision-making depends on the political system. (See your individual
team's National briefing).

Foreign Minister / Diplomat


The Foreign Minister is the focal point for communication with other teams. Generally they
will circulate, chatting and finding out things during the game. They can also task Agents,
by passing instructions to the Command Player each turn.
The Foreign Minister will also be the team's default representative at the UN Security
Council meetings.

Chief of Defence Staff


This role is usually the Command Player (see below) responsible for the deployment and
actions of all military units, including the advanced units used to intercept aliens. The
Military player also keeps the team informed of the detail of action on the main map –
perhaps reporting trends in alien activity, and the activity of other teams. This is the main
means of following action on the main map for the other team members.

Chief Scientist
Collecting alien technologies and deciding on priorities for research. Advising the team on
options for further study, suggesting priorities for recovering specific items. Possibly also
boasting about national scientific progress when meeting other Chief Scientists.

Global Network News


The world media are represented by a Global Network News (GNN)
team. They will be circulating among the teams recording
interviews, videos and producing materials that reflect the current
world situation.
GNN are serious journalists who will be busy all day. Teams can
help them by providing press releases – though there are no guarantees that those press
releases will be published unedited.

TURN SEQUENCE & ACTIONS


During each turn, each human team has ONE designated Command Player (the aliens
may have more than one). The Command Player is the only person from the team that
goes to the main map and does things. Other players may not gather at the Main Map.
The aim is that the map action is resolved in less than about 15 minutes, allowing time for
Command Players to report back to their teams, and the teams to decide what to do next.
At the same time the UN Security Council will be meeting to resolve the issues of the day.
The other members of the team will be discussing their plans, and communicating or
negotiating with other teams.

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Sequence of Play

There are two parallel themes – political and operational.

The political theme consists of semi-permanent sessions of the UN Security Council.


The security council will be wrestling with a range of global issues.

The operational theme consists of military operations against the alien menace, or
dealing with matters of global security etc.

Phase Political Operational Time


UN Delegations go to the Players allocate resources (RP) on their 1 minute
1 Security Council table base chart. These allocations are then
fixed for the entire turn.
UN Delegations at the Command Players place units and
Security Council discuss resources on the map. RP allocated to
current issues and crises. Operations come with the unit markers and
2 are placed on the map to indicate that the 4 minutes
action has been paid for.
Aliens place resources on the map (having
seen what the humans have done)
Draft and agree on any Resolve outcome of map actions and 5 minutes
3
Security Council Collect item cards.
4 Resolutions Resolve infiltration / agent actions 5 minutes
All Diplomats aim to ALL command players MUST return to A few
return to their team to their tables – Human Advanced units and seconds
5 report back. RP are collected from the main map.
Conventional Battlegroups, Militia and
Fleets remain on the map.
Public Opinion Die Roll + 15 minutes
6
TEAM DISCUSSION AND PLANNING FOR NEXT TURN

COMMUNICATION
Players may move freely between human player tables to communicate.
Only Command Players can go to the Main World Map.

Where secret communications are required we recommend exchanging phone numbers


and using text or messaging.

Communication between humans and aliens is different.

Aliens may not approach a human team table and humans may not visit the alien table.

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If they wish to communicate it can be done
by:

a. Radio broadcast. This is a public


statement on Global Network News –
speak to Media Control who will
arrange a suitable time. Please do
not just stand up and make an
announcement as it will just turn the
day into a chaotic shouting game.

b. Tight Beam Secure


communications. This is done by
passing a note – via Control.

There will be a Global Media Team (GNN) who will be asking questions about current
global issues. Some of these issues will be related to the alien menace, others will relate
to home-grown human on human interactions. How you respond to Global News will have
an impact on your domestic population.

THE UNITED NATIONS


The UN Security Council consists of permanent
and temporary members.
Currently the five permanent members are:

• USA
• UK
• France
• China
• Russia

Non-Permanent Members
Along with the five permanent members, the Security Council has temporary members that
hold their seats on a rotating basis by geographic region.

These ten non-permanent members are elected by the General Assembly for two-year
terms starting on 1 January, with five replaced each year. To be approved, a candidate
must receive at least two-thirds of all votes cast for that seat, which can result in deadlock
if there are two roughly evenly matched candidates.

In 1979, a standoff between Cuba and Colombia only ended after three months and a
record 154 rounds of voting; both eventually withdrew in favour of Mexico as a
compromise candidate.

A retiring member is not eligible for immediate re-election.

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Member Region representing End of term
Chile Latin America and Caribbean End of Turn 4 (2020)
New Zealand Western Europe and Other End of Turn 4 (2020)
Netherlands Western Europe and Other End of Turn 4 (2020)
Chad Africa End of Turn 4 (2020)
Vietnam Asia End of Turn 4 (2020)

Japan Asia End of Turn 8 (2021)


Brazil Latin America and Caribbean End of Turn 8 (2021)
South Africa Africa End of Turn 8 (2021)
Nigeria Africa End of Turn 8 (2021)
Ukraine Eastern Europe End of Turn 8 (2021)

The voting for new non-permanent members depends on a number of factors, including
how the permanent members have behaved and the overall global situation. Control will
advise on this.

The Veto
Under Article 27 of the UN Charter, Security Council decisions on all substantive matters
require the affirmative votes of nine members. A negative vote or "veto" by a permanent
member prevents adoption of a proposal, even if it has received the required votes.

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Abstention is not regarded as a veto in most cases, though all five permanent members
must actively concur to amend the UN Charter or to recommend the admission of a new
UN member state. Procedural matters are not subject to a veto, so the veto cannot be
used to avoid discussion of an issue. The same holds for certain decisions that directly
regard permanent members. A majority of vetoes are used not in critical international
security situations, but for purposes such as blocking a candidate for Secretary-General or
the admission of a member state.
In practice the discussion in the period leading up to a vote on a resolution determines
whether the vote is worth holding – so a proposal likely to be vetoed would not be put until
a unanimous, or nearly so, agreement has been pre-arranged.

Issues
Each game turn issues will arise that require a response from the UN Security Council.
A Security Council Resolution is required in order for an international response to be
formed. If the council fails to agree on a resolution then the issue is carried over to the
next meeting (the next game turn).
There are variable consequences to this, depending on the seriousness of the issue. In
general, failure to act is not good and may contribute to growing international unease
(reflected in the Global Terror Track).
The wording of the Resolution may have additional impact on your domestic popularity as
a government.

Security Council Resolutions


In reality there is a long and very formalised format to UN Security Council Resolutions.
There would not be time to replicate that in this game, as you only have a few minutes, so
we will give you some blank proforma resolutions, allowing the Council to 'fill in the blanks'
quickly and arrive at a formal resolution.

Resolution 2499(2020)
Adopted by the Security Council Quarter 1 2020

The Security Council,


Stressing the urgency of the situation in [name of country affected]

Deeply concerned at the crisis unfolding there

Recognising the efforts of [anyone who has already done something with regard to the
situation]
Calls upon [specific participants in the crisis]
Calling upon the International Community to [do something]

Acting under Chapter VII of the United Nations Charter,

Demands that [some action be taken by those involved]

Requests that [some other action be taken]

Extends a Mandate to [extend sanctions, use military force etc]

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Actions specified in the UN Security Council Resolution may include:

• Direct allocation of RP or cash (from your game resources) into the country affected
to alleviate the crisis.

• Deployment of World Food Programme (WFP) resources – this


assists with alleviating starvation and sickness and helps rebuild
a damaged agricultural infrastructure. The UN starts with two
free WFP 'deployments' at no cost to create or maintain.
Additional deployments cost 1 RP per turn to create and
maintain in the field.

• Deployment of UN High Commission of Refugees (UNHCR)


resources – this assists with refugee management and setting
up transit and temporary accommodation. The UN starts with
two free UNHCR 'deployments' at no cost to create or maintain .
Additional deployments cost 1 RP per turn to create and
maintain in the field.

• Formation and deployment of International Peacekeeping or


Protection forces. It costs 1 RP to create a UN Peacekeeping
Force. It does not cost anything to maintain, but must be
disbanded when its UN Security Council Mandate expires.
Alternatively conventional (or even unconventional) military
forces can be deployed in a region under a UN Security Council
mandate.

UNIT TYPES
Militia – mainly second-line equipment, lots of infantry, low
performance aircraft and helicopters. So far these have
proved to be unable to have any impact on alien raids.
Militia are treated as static.
However, the Militia unit can help observation and detection.
They can take up to 5 'hits' (which are marked by crossing
off the soldier outlines)

All-Arms Modern Battlegroups – Current technology.


Fast jets, modern armour, cyber weapons etc.
So far conventional armies have been unable to make a
significant impact on alien raids.

Modern battlegroups can be moved to anywhere in the


same continental region in one turn (using an RP to do so),
or to anywhere on the globe costing 3 RP. If outside their
home country they need one RP per turn to be maintained (or they return home). The All

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Arms Battlegroup can help observation and detection of alien activity. These units can
only attempt to intercept alien activity in the same map area.
They can take up to 4 'hits' (which are marked by crossing off the tank outlines)

Strategic Nuclear Missile Forces – representing all


delivery systems combined. Not considered relevant in the
current struggle at this stage – the action takes in or over
human countries and cities.

Current missile technology cannot target anything in high


orbit or on another planet.

Should they become relevant Control will let you know. The boxes represent the number
of effective 'strikes' available.

Fleet. This represents a collection of all sorts of naval


capabilities, including surface, subsurface and air resources.

Not considered relevant in the current struggle at this stage.

They can take up to 4 'hits' (which are marked by crossing off


the ship outlines)

Advanced Interceptor Flights – developed using alien technology


captured in the 1940s and 1950s. Outclasses every conventional air
weapon – though in very small numbers. The best we have at
bringing down flying saucers.

These units are too small to affect conventional Fleets, Battlegroups


or Militia units, and so combat is not permitted between conventional
and advanced units.

Their range is global, being able to cover any part of the planet from
their home base.

Advanced Assault Teams – developed using alien technology


captured in the 1940s and 1950s. Specialised teams using
personal armour, laser weapons etc. They get in close on the
ground and go toe to toe with the aliens.

Very good at countering terror raids and abductions.

These units are too small to affect conventional Battlegroups or


Militia, and so combat is not permitted between conventional and
advanced assault units.
Using integral transport these units can go to any point in the
same continental area (Continental areas are marked by thick
red dotted lines).

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Advanced Special Agent Teams – the best agents in
the world, with exceptional abilities. (Think, James
Bond). These are not replicable, so try not to lose them.
These are very good at resisting alien infiltration.

They can also be used to counter-infiltrate and remove


Alien Influence in a country.

They can be used to support diplomatic action too when


not hunting alien infiltrators.

Hardened Base – specially constructed


underground base for operating the Advanced
Assault Teams and Advanced Interceptors
from. These have the capacity for 6 Advanced
units of either type. The base also has a weird
science lab for researching alien stuff, and an
engineering bay for repairing or upgrading your
units.

A base is camouflaged from space observation


and in a secret, often remote, location. It has
its own point defences, and if attacked, any
assault teams or interceptors not deployed
count toward the base defence.

In game terms, write the location of the base on the Base Chart at the team's table.
It may not be attacked unless it has first been detected either by espionage or careful
close reconnaissance.

RESOURCES
Resource Points
Each nation has a number of resource points (RP) that have been allocated to fighting the
Alien Menace.

This represents not just cash but industrial activity, intellectual activity, political support,
raw materials and other factors. RP cannot be traded or transferred between teams.

The number of RP each team has may vary as public opinion within
their country varies (see below) – this represents political factors
beyond your control (either your ability to siphon off resources
clandestinely, or the limits placed on expenditure by your
democratic processes, or simply what you can afford.

RP are allocated turn by turn by placing them on the team's Base


Chart, or on the main map as required.

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Once placed / allocated they may not be moved until the start of the next turn.

Resource Use:
Activity RP Cost
OPERATIONS - Use one RP per Advanced or Enhanced unit or Agent deployed on
Advanced active service (= being used on the main map).

The RP should accompany the unit to the map to indicate that it has
been allocated to this.

Undeployed units must be kept off the main map on your Base Chart.
OPERATIONS – Conventional Battlegroups and Militia remain on the map at all times.
Conventional They do not cost RP to operate on home territory.
Land Forces
Militia may not be moved outside home territory.

Modern Battlegroups cost 1 RP per unit per turn to deploy anywhere


abroad within the same Continental Area or 3 RP to operate in a
different Continental Area.
OPERATIONS – Fleets remain on the map at all times. They cost
Conventional They cost 1 RP per unit per turn to deploy at sea within the same
Fleet Continental Area or 2 RP to operate in a different Continental Area.

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Activity RP Cost
OPERATIONS - Nuclear Strike forces are not shown on the map.
Nuclear
They do not cost RP to use, but have a limited number of strikes (see
Team briefing).
Research This represents researching a
technology card that may have been
acquired as a result of military or covert
operations. The card is placed in the
research lab on the Base Card. Only
one card can be researched per lab.

Any number of RP can be allocated to


this. Roll 1d6 per turn and Score the
number of RP allocated or less to
achieve a research success.

Many things have prerequisites –


meaning research cannot start unless
the prerequisite technology has been
successfully researched.
Sometimes previous successful research
might give bonuses.

As a result of successfully researching a card you will get a Research


Report. These reports may be copied to friends and allies freely
(Control will have spare copies).
Form New Units New Advanced Units (Assault teams or Interceptors) usually take 6
turns to build and require 1 RP per turn whilst building.
Only one unit of either type can be under construction at any one time
in your base's construction & training facility.

Advanced Agents, Fleets, Modern Battlegroups and Militia cannot be


built in the timescale of the game. They can be repaired, however.
Build New Facility This adds a laboratory to allow you to do more research. It is built
– Research Lab either at the same location as the main base, or in any named city.

Costs 2 RP per turn to build and takes 2 turns to complete.


Build New Facility Built either at the same location as the main base, or in any named
– Engineering city.
Bay
Costs 2 RP per turn to build and takes 2 turns to complete.
Build New Facility This adds the ability to build advanced units. Built either at the same
– Construction location as the main base, or in any named city.
and Training
Facility Costs 2 RP per turn to build and takes 2 turns to complete.

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Activity RP Cost
Engineering - This is using the results of successful research to improve your
Upgrades advanced units. It requires the use of one engineering workshop per
unit being upgraded. Any number of RP can be allocated to this.
Score the number of RP allocated or less on 1d6 to complete an
upgrade task.
Engineering Bay One RP is required to repair one unit (no die roll needed).
– repairs to high The repair takes one complete turn.
tech units
Only one unit can be repaired per turn and it halts any upgrade work.
Media Activity Any number of RP can be allocated to this. See Public Opinion rule
below.
Diplomacy with Any number of RP can be allocated to this. See Diplomacy rule below.
Non-Played
Countries
Repair a One complete turn and 2 RP per strength point, repairs can only
Conventional happen at a rate of one strength point per turn per unit.
Battlegroup
Repair a One complete turn and 1 RP per strength point, repairs can only
Conventional happen at a rate of one strength point per turn per unit.
Militia Unit
Search for Roll 1d6 and score the number of RP you have allocated to Grey
Research Items Market or less to achieve.
on the Grey
Market. Success means draw on research card at random from Collector's
Pool. A natural 6 is always an automatic FAIL.

NON-GOVERNMENTAL RESEARCH
All research can be diverted to commercial and/or economic
development rather than for military/government development.

Any unresearched item card can be traded in for non-military benefits


instead of researching it.

The card is consumed (the items disappear into private research labs or
are dismantled or sold to collectors) and the team gain temporary RP
equivalent to double the tech level of the card.

These are represented by YELLOW RP counters. Temporary RP are consumed by being


used. They can be traded, transferred or exchanged freely.

You can also sell off researched items/cards, these generate one Temporary RP
regardless of tech level, and are consumed in the process.

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For every 5 RP gained in this way (cumulatively), your national public opinion score
is moved up one level.

PUBLIC OPINION
Public opinion is influenced by events and by RP allocated to improving public opinion.
The level of public opinion will affect how your budget works, the more unhappy the public
get the fewer resources are available.

If public opinion drops below level 1, general panic ensues and your government (i.e. the
players) are forced to resign in disgrace. Lets hope you don't have to find out what
happens after that.

The key policy issue facing everybody is whether the general public is told of the alien
menace. 'Going public' causes a PR disadvantage, as the populations will react badly.
However, whoever goes public first will suffer a larger PR disadvantage than those who
follow.

Nobody knows what the benefits (or otherwise) of going public might be.

AT THE END OF EACH TURN YOU MUST


ROLL1d6 for PUBLIC OPINION
Modify the die using these factors
-1 One or more Successful Alien Actions in your country.
First roll after being first Nation to make Public the existence of the Alien
-6
menace
-3 On the turn the existence of the alien menace is made public
-2 One or more successful terror raids on a national city
-1 Successful Terror raid on the city of an Ally
'+1 Each successful national military operation against the Aliens this turn
'+1 Each RP allocated to Public Opinion

Final Score Result


7 or more Public Opinion rises one level
1 to 6 No change to Public Opinion
0 or less Public Opinion drops one level
-4 or less Public Opinion drops two levels

Control may also vary the score based on how your activities play out on the world stage,

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Global Terror
There will be a Global Terror Track by the Main Map.

This represents the cumulative effect on the world's population of badly handled crises,
disasters and alien activity.

If the Global Terror Track reaches the end of the scale then humanity descends into
Global Panic.

This is generally thought be be a Very Bad Thing, so hopefully you will be able to avoid it
happening.

DIPLOMACY
Countries on the map are not just empty spaces waiting to be occupied. Any action in a
foreign country will require you to conduct diplomacy, or risk making enemies.
Diplomacy must be targeted on a specific NPC.
There are two things you might be seeking to do.

OPTION 1. Get the country to be a formal ally.


Success means you can send ground units there to fight aliens (or humans for that
matter).

OPTION 2. Get them to recognise the threat and defend themselves


against Alien Infiltration.
This will give them a bonus against alien activity. They get a 'Defended'
Marker.

Roll 1d6 and score the number of RP you have allocated to Diplomacy or less to achieve –
with the following modifiers to the die roll.

You must always allocate at least 1 RP to make a roll.

A natural 6 is always an automatic FAIL.

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+3 to die Country already infiltrated by Aliens
+1 to die Hostile Human Agent acting against you.
+2 to die Hostile or allied to a country hostile to you.
-1 from die Country an Ally of one of your Allies.
-1 from die Country is an immediate neighbour
-2 from die One of your Agents is in-country

Control may modify this to reflect the state of the Global Terror Track or the current
political situation.

INTERCEPTION
• An Advanced Interceptor can intercept an alien saucer anywhere in the world.

• An Advanced Assault Team cannot intercept saucers as it fights on the ground – it


can only intercept alien activities such as Terror Raids and Abductions.

• Alien Infiltration can only be countered by pre-positioned Agents.

Advanced Interceptors
If there is an incoming Saucer, then Advanced
Interceptors may be deployed to intercept it.
They do this by moving the intercept to the saucer on the
map and drawing an intercept card:

Look under 'INTERCEPT?'


Your interceptors will not be 'Enhanced' at the start – so
ignore that.

If it says YES, then there is a successful intercept.

If the card says DAMAGE then your interceptor has


been damaged in the action.
If the target was a decoy, you will be told.

If the Intercept of a saucer was successful then the


aliens must take one of their own damage cards.
If there is a shoot down result then an assault team is
required to recover it.

If it is not recovered in the same turn then the saucer is lost (mainly to treasure hunters,
and private corporate scavengers). Any research card generated as a result is not
recovered but instead goes into the Private Collectors Pool (which can be accessed via
the Grey Market).

If the intercept was unsuccessful then the saucer moves on to its intended mission – which

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might be countered by Assault Teams or Battlegroups.

Advanced Assault Teams and Battlegroups


If there is a terror raid on a city or an abduction within reach of an assault team or in the
same country area as a battlegroup, then the team / battlegroup may attempt to intervene.

Draw an intercept card as above:

Look under 'INTERCEPT?'


Your assault teams will not be 'Enhanced' at the start – so ignore that.

If it says YES, then there is a successful mission and the aliens must take one of their own
damage cards. If the target was a decoy, you will be told.

If the card says DAMAGE then your assault team has been damaged in the action IF this
was a Terror Raid. Assault teams are not damaged by Abduction Raids.

If it is an Assault team involved (only) then there is also a chance of gaining one or more
Tech Cards – Control issue these when you get them.

If the card shows “+ Tech Card” you get an extra card.

If a battlegroup was involved then any research card generated is not recovered but
instead goes into the Private Collectors Pool (which can be accessed via the Grey
Market).

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